Aiming in infinite is pretty garbage though…Even with max sens and acceleration set to 5 the turn speed and ramp up time to turn faster is insanely slow.
He understood exactly what I was saying. He’s just trolling.
What are you setting?
For me the issue boils down to the base systems not being about soft lock and precision aiming so ij ust feels different at its core.
Interesting you have these issues as Infinite uses a linear curve and hits max input almost immediately.
That being said it seems like the setting change weekly. I used to play on 5 acceleration and 10/10. Now I play on 3,3,6 and that’s plenty fast.
It’s true. Compared to the other games, the ramp up is extremely slow. Once you hit the max speed, however, you’ll fly off your target before you get a chance to process the change in speed.
Basically, you’ll go super slow and then go really fast with no warning.
Being a linear curve is part of he problem.
What are you setting?
For me the issue boils down to the base systems not being about soft lock and precision aiming so ij ust feels different at its core.
Look Acceleration: 4
Look sensitivity (Horizontal): 3.0
Look sensitivity (Vertical): 4.0
Center Deadzone: 1.5
Max Input Threshold: 0.0
Axial Deadzone: 1.5
Generally works for me.
Yes I know. I’ve called this issue out a dozen times since launch.
Max Input Threshold: 0.0
Very interesting.
Halo: Infinite isn’t about checking your corners and making snap-tos. By the time you’ve turned to react to your foe you’re PROBABLY already losing the fight.
Smart movements, deliberate and careful, but aggressive approaches, and a good shot at medium range, are the name of the game. That’s why you generally want to go for a lower sensitivity, too.
Basically Halo 5 Guardians then. The best players all use low sensitivity and did swipe or light movements to get a weird swing motion to get headshots when someone is one shot.
Which leads me to question, why was no one complaining about this during H5 then? I get Guardians had every weapon do ADS where as Infinite has this weird hybrid of being zoom except you aren’t aiming with the iron sight of the weapon. Basically a compromise for classic and new players. Still, both seem to be mechanically similar.
What am I misunderstanding or missing?
People were worried about other things and the aiming complaints got buried as a result.
Basically Halo 5 Guardians then. The best players all use low sensitivity and did swipe or light movements to get a weird swing motion to get headshots when someone is one shot.
Which leads me to question, why was no one complaining about this during H5 then? I get Guardians had every weapon do ADS where as Infinite has this weird hybrid of being zoom except you aren’t aiming with the iron sight of the weapon. Basically a compromise for classic and new players. Still, both seem to be mechanically similar.
What am I misunderstanding or missing?
Halo 5 wasn’t on PC and PC players tend to be the biggest whiners on the planet.
Same with desync. It never got fixed because people cared more about making their Spartans look cool.
Those complaints were present there was just higher magnetism, no K&M players and more twitch mechanics so the really indepth complai ts got buried by the my overt mechanics based discourse and the more consistent updates lead to distraction from the under lying issues as people moaned about reqs, new weapon balancing, and armour designs.
But theres been a portion of the community since the halo 5 beta who have had issues with changes to aiming
Also consider that people loved Halo and they gradually fell off after 343 took over with Halo 4 and MCC. I didn’t play Halo 5 as a result since I got a ps4 instead. Eventually MCC got its PC release and was fixed which probably made a lot of people, including me, play Halo again after not having played it for years since Xbox 360.
Game still felt like Halo though, was easy to pick up. I started playing Halo and it felt like I was playing Halo like I used to.
Cut to today with the release of the Infinite beta and I’m not playing Halo against people, I’m playing against the game’s systems because they feel atrocious compared to the intuitive controls of MCC.
And like you said it sadly gets buried by other (still valid) issues among other things.
Ya thats a little bit off.
343i did better on initial sales than most titles in the franchise.
Its retention that was the issue.
Reach had a smaller install base than 3.
So to shoulder that wjole narrative on 343i is slighlty erroneous.
But good point.
You see starting in 5 and then pushed further in inifinite is the actual aiming mechanics.
Streamlined to be more like contemporaries it uses systems that to me at least show a fundimental misinterpretation of why older titles were designed as they were and how that create such a distinctive feel in the halo games. The smooth almost character action style of soft lock and 2 often confliforms of bullet magnetism and monopole placements made halo play quit unlike anything that can from a pc first architecture which was everything.
Even games that folled halos trends did not go so deep as to see why it played so well on consoles and the twitchy movement and pc considerations for 5 and I respectively must had lead them to make alterations in order to be more modern but i feel it was a major detractor to the core gunplay and unique systs of the halo franchise as a whole.
As someone who enjoyed Reach a lot I forgot about that bit but you’re right. Reach sort of split the player base and I think people then came back and hoped for H4 as a mainline title to be more like past games.
And I completely agree on the misinterpretation part of the aiming’s design and this is also a huge issue in the community part of the game. Since a vocal majority of the online community is what the devs are seeing, this can cause a lot of people who don’t understand the underlying issues/design decisions to present the developers with the wrong information to fix them.
One of the things I’ve had an issue with since launch is strafe acceleration for example. Now recently a Reddit thread garnered an extreme amount of traction and it showed classic halo strafing compared to Infinite strafing and the thread and the people in it were talking about how Strafing Speed is The reason KBM players can’t compete.
Now imagine a dev seeing this and all the people echoing this sentiment causing a hotfix to lower strafe speed, while it was actually lack of acceleration being an issue on the movement side.
And ontop of that because everyone says the core game feels great (yet the game requires you to lower deadzones to zero to even activate aim assist at times and many people struggled with making the aiming feel the least bad as possible through settings tuning) people don’t realize all these other aiming systems that were crafted to make Halo one of the easiest and best shooters to pick up and play, yet it has an extremely high skill ceiling in professional play.
And one of the worst things isn’t even that people just decide the core game is fine, but rather people going full defensive about it. People liked hating on that 343 employee because Halo is supposed to be a casual party shooter, yet people seem to suddenly forget about all that when talking about aiming systems and it suddenly has to be extremely difficult, controller shouldn’t have aim assist because that is apparently the sole reason KBM left and require tons of practice and struggling with controls to even play.
edit: another example is the commando. That’s how the core aiming feels but because of stats that pertain to the commando these issues inherent to the aiming are amplified and made worse. Yet people just see this as the commando being a terrible weapon to use and caused the devs to “look into tightening up the commando”
Right on the money my friend.
Oh the lack of acceleration is an utter disaster to the games pacing.
Its a holdover from 5s twitch based design id wager.
And as someone who admittedly loves the commando as it reminds me a bit of the quake nailgun and has fantastic haptics its issues sieem widely misinterpreted.
Someone posted this guys content on here a while back and ive been using it to explain things when people dont understand what iean about infinites issues.
It aint perfect and lacks depth on how the old model functions but good resource should you need it.
Critical infinite, space between you and tube needs to be deleted.
https://you tube.com/channel/UCYtUUNRPho-MSRCZ2Fd7qwg